CH#5#6#7#8Design Basics HCI & Evaluation Techniques&usersupport2023
CH#5#6#7#8Design Basics HCI & Evaluation Techniques&usersupport2023
Chapter 5
Interaction Design Basics
■ Interaction design is about developing high quality
interactive systems and products that support,
enhance, and extend the way people work,
communicate, and interact.
scenarios
what is task analysis
wanted guidelines
principles
interviews analysis
ethnography precise
design specification
what is there
vs. dialogue implement
what is wanted notations and deploy
architectures
prototype documentation
help
evaluation
heuristics
Prototyping
■ A prototype is a tangible artifact, not an abstract description
that requires interpretation.
■ Prototype simulate or animate some features of intended
system.
■ You never get it right first time
■ If at first you don’t succeed …
OK?
design prototype evaluate done!
re-design
Steps
■ Requirements - What is there and what is wanted …
– find out what is currently happening
– establishing what exactly is needed
– techniques
■ interviewing people,
■ videotaping them,
■ looking at the documents and objects that they work with,
■ observing them directly.
■ Analysis
– Ordering and understanding
– Methods/techniques
■ Scenarios ▪ capture how people carry out the various tasks that
are part of their work and life
▪ Record rich story of the interaction and make vivid
■ Task analysis actual interaction
▪ Represent the situation as it is and also the desired
situation.
Steps …
■ Design – move from what you want to how to do it
– What to do and how to decide
– Techniques
■ rules, guidelines and design principles
■ Dialog and notations
■ Iteration and prototyping - Getting it right … and finding what is really
needed!
– Humans are complex and we cannot expect to get designs right
first time.
– We therefore need to evaluate a design to see how well it is
working and where there can be improvements.
■ Implementation and deployment - Making it and getting it out there
– involves writing code, making hardware, writing documentation
and manuals
USER FOCUS
know your user
personae
cultural probes
Users
❑ Bringing a potential user fully into the design
– Know your user
■ Who are they? → young or old, experienced, beginner.
■ Probably not like you! → individuals differ
■ Talk to them→ interviews, open-ended discussions, etc
■ Watch them → people may not tell you the whole story.
– Persona: rich picture of an imaginary person who represents your
core user group
– Use your imagination → gather info from many is too hard
– description of an ‘example’ user - not necessarily a real person
– Cultural probes: Gathering information without intrusion
■ A.k.a diary studies
■ direct observation without knowing they are seen by others
– glass to listen at wall, camera, etc
– Record themselves without taking their attention
Scenarios
■ Stories for design: rich stories of interaction
■ A scenario is a tool used during requirements analysis to
describe a specific use of a proposed system
• Use scenarios to:
– Explore the depth – find the details
■ Explore interaction -what happens when
■ Explore cognition -what are the users thinking
■ Explore architecture -what is happening inside
– Communicate with others - designers, clients, users
– Validate other models
– Express dynamics
■ Screenshots or pictures appearance - what a system would
look like but Scenario – behaviour (how it behaves not it
look like)
Scenarios -Example
■ A simple scenario generated by potential users of a library
catalog service is given below:
■ “Say I want to find a book by Dida Midekso. I don't remember the title but I know it was
published before 1995. I go to the catalog and enter my user password. I don't
understand why I have to do this, since I can't get into the library to use the catalog
without passing through security gates. However, once my password has been
confirmed, I am given a choice of searching by author or by date, but not the
combination of author and date. I tend to choose the author option because the date
search usually identifies too many entries. After about 30 seconds the catalog returns
saying that there are no entries for George Jeffries and showing me the list of entries
closest to the one I've sought. When I see the list, I realize that in fact I got the author's
first name wrong and it's deda, not dida. I choose the entry I want and the system
displays the location to tell me where to find the book.”
■ Scenarios are a resource that can be used and reused throughout the
design process: helping us sees what is wanted, suggesting how users
will deal with the potential design, checking that proposed
implementations will work, and generating test cases for final
evaluation.
Navigation design
■ Decoration
– Use boxes to group
logical items
– Use fonts for emphasis,
headings
– But not too many!!
Screen design and layout…
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Alan Dix Alan Dix Dix , Alan
Janet Finlay Janet Finlay Finlay, Janet
Gregory Abowd Gregory Abowd Abowd, Gregory
Beale, Russell
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Russell Beale Russell Beale
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256.317
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73.948
– Alignment – numbers
1035
In most cases numbers are right aligned 3.142
497.6256
Screen design and layout…
– Space to structure
– Space to Highlight
USER ACTION AND CONTROL
entering information
knowing what to do
affordances
Entering information
Name: Alan Dix
Address: Lancaster
■ Forms, dialogue boxes
✓
– Presentation + data input
– Similar layout issues Name: Alan Dix
– Alignment - N.B. different label lengths Address: Lancaster
■ Logical layout
– Use task analysis
– Groupings
– Natural order for entering information
?
Name: Alan Dix
Address: Lancaster
■ Principles of usability
– general understanding
■ Design patterns
– capture and reuse design knowledge
Design Rules
▪ Helps designers in advance to determine the usability
consequences of their design decisions.
▪ Design rules
▪ rules a designer can follow in order to increase the usability of
the eventual system.
■ Advantages
■ reduces training time and costs
■ staff become effective more quickly
■ Examples:
– Input/output in different forms
■ Inches/cm, fixed point/decimal, % or fixed part, …
– Input may be output and vice versa:
■ Draw line, output: coordinates
■ Give coordinates, output: draw line
– Order of tasks is not fixed
■ Customization:
– Adaptability: user can adapt the user interface
– Adaptivity: The user interface can be adapted by the system.
Eg. System detects night/day light, adjusts brightness ; system
sleeps while users are no more interacting
– Personalization: user interface is tailored towards the needs of
the individual user
■ Advantages
– allows reorganization of tasks and business
■ Advantages:
– higher productivity
■ Characteristics of patterns
■ Capture design practice not theory - they capture design practice and
embody knowledge about successful solutions
Problems
■ The syntax of semantically similar sentences may vary.
■ Background noises can interfere.
■ Different people speak differently
Speech Synthesis (zer) and Speech Recognition (zer)
Speech Synthesis
▪ The generation of speech
▪ Useful for natural and familiar way of receiving information
Problem
- needs headphones
- creates noise in the workplace
- Non-Speech Sounds - bongs, bangs, squeaks, clicks etc.
– commonly used for warnings and alarms
– Language independent, unlike speech
Auditory Icons and Earcon
Haptic interaction
■ tactile sensation; vibrations on the skin
■ Information on shape, texture, resistance,
temperature,
comparative spatial factors
■ example technologies
– electronic braille displays
Touch and Electronic Braile
Handwriting is another communication mechanism which
we are used in day-to-day life
– Handwriting consists of complex strokes and spaces
– Captured by digitizing tablet
■ strokes transformed to sequence of dots
– large tablets available
■ suitable for digitizing maps and technical drawings
– smaller devices, some incorporating thin screens to
display the information
■ PDAs such as Palm Pilot
■ tablet PCs
Users with disabilities
Visual impairment-screen readers, SonicFinder
■ hearing impairment-text communication, gesture,
captions
■ physical impairment-speech I/O, eyegaze, gesture,
predictive systems
(e.g. Reactive keyboard)
■ Speech impairment-speech synthesis, text
communication
■ Dyslexia=problem to read, spell, etc-speech input, output
■ Autism-communication, education
Users with disabilities
PLUS
■ age groups-older people e.g. disability aids, memory aids,
communication
tools to prevent social isolation
– children e.g. appropriate input/output devices, involvement in
design process
■ cultural differences-influence of nationality, generation, gender,
race, sexuality, class, religion, political persuasion etc. on
interpretation of interface features
– e.g. interpretation and acceptability of language, cultural
symbols, gesture and colour
Multi-modal
Multi-modal systems
– use more than one
sense (or mode ) of
interaction
e.g. visual and aural
(hearing) senses: a text
processor may speak
the words as well as
echoing them to the
screen
■ Helps to consider of
varieties of users
– Young vs. Old
– Normal vs. Disabled
– Etc
Multi-media
Multi-media systems
– use a number of different media to communicate information
E.g. use video, animation, text and still images: different media all
using the visual mode of interaction;
may also use sounds, both speech and non-speech: two more
media, now using a different mode
EVALUATION TECHNIQUES
AND UNIVERSAL DESIGN
Chapter 7
EVALUATION TECHNIQUES
Evaluation Techniques
■ Evaluating Designs
■ Evaluating Implementations
■ Observation methods
■ Query Techniques
■ Physiological methods
Evaluation Techniques
▪ Evaluation
– Tests usability and functionality of system
– Evaluates both design and implementation
– Occurs in laboratory, field and/or in collaboration with users
▪ Goals of Evaluation
– Assess extent of system functionality
– Assess effect of interface on user
– Identify specific problems
EVALUATING
DESIGNS
Via Experts
Cognitive Walkthrough
Heuristic Evaluation
Review-based evaluation
Cognitive Walkthrough
Proposed by Polson and Lewis(1990)(for all SDLC stages)
– Evaluates design on how well it supports user in learning task
– Usually performed by expert in cognitive psychology
– Expert ‘walks through’ design to identify potential problems using
psychological principles
■ For each task walkthrough considers
– What impact will interaction have on user?
– What cognitive processes are required?
– What learning problems may occur?
■ Analysis focuses on goals and knowledge: does the design lead the user to
generate the correct goals?
Heuristic Evaluation
■ Proposed by Nielsen and Molich.(Early Stage)
■ Usability criteria (heuristics) are identified
■ Design examined by experts to see if these are violated.
■ Example heuristics
– System behaviour is predictable
– System behaviour is consistent
– Feedback is provided
■ Heuristic evaluation `debugs' design.
Review-based evaluation
■ Results from the literature used to support or refute
parts of design.
■ Care needed to ensure results are transferable to new
design.
■ Model-based evaluation
EVALUATING IMPLEMENTATIONS
With Users
Experimental Evaluation
■ Controlled evaluation of specific aspects of interactive behaviour.
■ Evaluator chooses hypothesis to be tested
■ A number of experimental conditions are considered which differ only in
the value of some controlled variable.
■ Changes in behavioural measure are attributed to different conditions
■ Experimental factors:
– Subjects
■ who – representative, sufficient sample
– Variables
■ things to modify and measure
– Hypothesis
■ what you’d like to show
– Experimental design
■ how you are going to do it
OBSERVATIONAL METHODS
Think Aloud
Cooperative evaluation
Post-task walkthroughs
Think Aloud
■ User observed performing task
■ User asked to describe what he is doing and why, what he
thinks is happening etc.
■ Advantages
– Simplicity - requires little expertise
– Can provide useful insight
– Can show how system is actually use (in sue)
■ Disadvantages
– Subjective
– Selective
– Act of describing may alter task performance
Cooperative evaluation
■ Variation on think aloud
■ User collaborates in evaluation
■ Both user and evaluator can ask each other questions
■ Additional advantages
– Less constrained and easier to use
– User is encouraged to criticize system
– Clarification possible
Post-task walkthroughs
■ Transcript played back to participant for comment
– Immediately → fresh in mind
– Delayed → evaluator has time to identify questions
■ Useful to identify reasons for actions and alternatives
considered
■ Necessary in cases where think aloud is not possible
QUERY TECHNIQUES
Interviews
Questionnaires
Interviews
■ Analyst questions user on one-to -one basis usually
based on prepared questions
■ Informal, subjective and relatively cheap
■ Advantages
– Can be varied to suit context
– Issues can be explored more fully
– Can elicit user views and identify unanticipated problems
■ Disadvantages
– Very subjective
– Time consuming
Questionnaires
■ Set of fixed questions given to users
■ Advantages
– Quick and reaches large user group
– Can be analysed more rigorously
■ Disadvantages
– Less flexible
– Less investigating
■ Need careful design
– What information is required?
– How are answers to be analysed?
■ Styles of question
– Open-ended
– Scalar
– Multi-choice
– Ranked
Physiological Methods
Eye tracking
Physiological measurement
Eye tracking
■ Head or desk mounted equipment tracks the position
of the eye.
■ Eye movement reflects the amount of cognitive
processing a display requires.
■ Measurements include
– Fixations: eye maintains stable position. Number and
duration indicate level of difficulty with display
– Saccades: rapid eye movement from one point of interest to
another
– Scan paths: moving straight to a target with a short fixation
at the target is optimal
Physiological measurements
■ Emotional response linked to physical changes
■ These may help determine a user’s reaction to an interface
■ Measurements include:
– Heart activity, including blood pressure, volume and pulse.
– Activity of sweat glands: Galvanic Skin Response (GSR)
– Electrical activity in muscle: electromyogram (EMG)
– Electrical activity in brain: electroencephalogram (EEG)
■ Some difficulty in interpreting these physiological responses - more
research needed
Choosing an Evaluation Method
when in process: design vs. implementation
how objective: subjective vs. objective
type of measures: qualitative vs. quantitative
level of information: high level vs. low level
level of interference: obtrusive vs. unobtrusive
resources available: time, subjects,
equipment, expertise
USER SUPPORT
Chapter 8
User Support
■ Issues
– Different types of support at different times
– Implementation and presentation both important
– All need careful design
■ Command prompts
– Provide information about correct usage when an error occurs
– Good for simple syntactic errors
– Also assumes knowledge of the command
Approaches to user support
■ assistants
– monitor user behaviour and offer contextual advice
– can be irritating e.g. MS paperclip
– must be under user control e.g. XP smart tags
Adaptive Help Systems
■ Use knowledge of the context, individual user, task, domain
and instruction to provide help adapted to user's needs.
■ Different from static help system- provide the same help for
many users
■ provides help information relevant to a specific user needs
■ Problems
– knowledge requirements considerable
– who has control of the interaction?
– what should be adapted?
– what is the scope of the adaptation?
Issues in adaptive help
■ Initiative
– does the user retain control or can the system direct the
interaction?
– can the system interrupt the user to offer help?
■ Effect
– what is going to be adapted and what information is needed to do
this?
– only model what is needed.
■ Scope
– is modelling at application or system level?
– latter more complex
e.g. expertise varies between applications.
KNOWLEDGE
REPRESENTATION
User modelling
Knowledge representation: User modelling
■ Covers
– this knowledge may include command use, common
errors and common tasks.
– Users current task
■ Usually involves analysis of command sequences.
■ Problems
– representing tasks
– Interleaved tasks
– user intention
Knowledge Representation: Advisory strategy
– knowledge acquisition
– resources
– interpretation of user behaviour